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2000字范文 > OpenGL蓝宝书第五章代码勘误以及惯性坐标系去解释模型变换:Pyramid.cpp

OpenGL蓝宝书第五章代码勘误以及惯性坐标系去解释模型变换:Pyramid.cpp

时间:2023-05-25 02:40:00

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OpenGL蓝宝书第五章代码勘误以及惯性坐标系去解释模型变换:Pyramid.cpp

假设你也发现依照教程代码完毕贴图时,你会底面的坐标和寻常顶点坐标正负相反,比方-1.0f, -1.0f, -1.0f这个顶点相应的却是世界坐标中1.0f,-1.0f,1.0f

问题到底出如今哪里?

原来是:objectFrame.GetCameraMatrix(mObjectFrame); //原书中的代码为GetMatrix。获取了objectFrame的朝向。导致顶点和纹理的对象关系出现了相反内容

objectFrame中的朝向和OpenGL的默认朝向相反,getMatrix的操作会导致modelViewMatrix在无形中运行了一次180°旋转。鉴于此,我们应该仅仅须要获得其camera矩阵就可以。这个camera矩阵记录了当前模型的旋转、缩放和位移。

modelViewMatrix乘上这个矩阵的结果就是世界原点到模型各顶点的作用矩阵。

这里引出一个我差点忘记的概念:惯性坐标。

世界坐标系的原点通过变换矩阵,可定位了模型的位移、旋转(包括朝向和定义惯性正方向)、缩放状态(这个事实上对世界顶点变换影响不大。仅仅是模型对于自身的惯性相对点影响比較大)。

实际渲染绘制流程是:世界原点,移动画刷(这个概念非常重要),旋转画刷,依据缩放绘制模型各顶点。模型各顶点的位置是相对于画刷的。画刷事实上在很多其它情况下命名为模型的惯性坐标系。从世界坐标系到画刷(模型惯性坐标系)则是模型变换矩阵。模型顶点的绘制则由模型编辑器或绘制算法定义。

摄像机则影响了终于可视区域。

(有些情况下取用了相机的变换矩阵,模型惯性坐标系的原点是摄像机的当前所在位置)。

假设代码中使用了

//modelViewMatrix.Translate(0.0f, -1.0f, -7.0f);

这样类似的操作。而不是从camera中获取相对位移矩阵。那么这个模型的惯性坐标系的原点和世界坐标空间的原点,只是是运行了移动是以于自身的为原点。关注点之中的一个:惯性坐标系(画刷)的默认朝向正方向是和OpenGL的世界坐标系一样使用的是右手坐标系。

所以,-7也是向屏幕里面移动。

由此,纹理贴图的st相应关系围绕就清楚的和2D像素点操作明显差别开来。

OpenGL的st从左下角为原点,而内存中的像素操作是从左上角为原点。

此外还遇到一个问题,使用了release的模式库,导致无法正常调试。比方代码优化导致无法断点和查看到正确的数据。仅仅能切换回debug模式。

M3DMatrix44f mCamera;

cameraFrame.GetCameraMatrix(mCamera);

modelViewMatrix.MultMatrix(mCamera);//仅仅是获取cameraFrame中记录的位移。没有获得朝向和旋转

#include <GLTools.h>#include <GLMatrixStack.h>#include <GLGeometryTransform.h>#include <GLFrustum.h>#include <GLFrame.h>#include <GLShaderManager.h>#include <iostream>#include <math.h>#ifdef __APPLE__#include <glut/glut.h>#else#define FREEGLUT_STATIC#include <GL/glut.h>#endifGLMatrixStack mvpMatrix;GLMatrixStack projectionMatrix;GLMatrixStack modelViewMatrix;GLFrustum viewFrustum;GLGeometryTransform transformPipeLine;GLFrame cameraFrame;GLFrame objectFrame;GLBatch pyramidBatch;GLuint textureID;GLShaderManager shaderManager;void ChangeSize(int w, int h){if (h <= 0){h = 1;}glViewport(0, 0, w, h);viewFrustum.SetPerspective(35, float(w) / float(h), 1.0f, 1000.0f);projectionMatrix.LoadMatrix(viewFrustum.GetProjectionMatrix());transformPipeLine.SetMatrixStacks(modelViewMatrix, projectionMatrix);}// Load a TGA as a 2D Texture. Completely initialize the statebool LoadTGATexture(const char *szFileName, GLenum minFilter, GLenum magFilter, GLenum wrapMode){GLbyte *pBits;int nWidth, nHeight, nComponents;GLenum eFormat;// Read the texture bitspBits = gltReadTGABits(szFileName, &nWidth, &nHeight, &nComponents, &eFormat);if (pBits == NULL)return false;glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, wrapMode);glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, wrapMode);glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, minFilter);glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, magFilter);glPixelStorei(GL_UNPACK_ALIGNMENT, 1);glTexImage2D(GL_TEXTURE_2D, 0, nComponents, nWidth, nHeight, 0,eFormat, GL_UNSIGNED_BYTE, pBits);free(pBits);if (minFilter == GL_LINEAR_MIPMAP_LINEAR ||minFilter == GL_LINEAR_MIPMAP_NEAREST ||minFilter == GL_NEAREST_MIPMAP_LINEAR ||minFilter == GL_NEAREST_MIPMAP_NEAREST)glGenerateMipmap(GL_TEXTURE_2D);return true;}void MakePyramid(GLBatch & pyramidBatch){//每三个点画一个三角形pyramidBatch.Begin(GL_TRIANGLES, 18, 1);//原点在金字塔的几何中心(总之就是非重点。比中心高的的位置。高度的1/2)//底部,初始法线是向下,纹理映射的顶点须要查看原始纹理对比一下?? //todo//逆着法线看的话。以下三个点的围绕是逆时针的pyramidBatch.Normal3f(0.0f, -1.0f, 0.0f);pyramidBatch.MultiTexCoord2f(0, 0.0f, 0.0f);pyramidBatch.Vertex3f(-1.0f, -1.0f, -1.0f);pyramidBatch.Normal3f(0.0f, -1.0f, 0.0f);pyramidBatch.MultiTexCoord2f(0, 1.0f, 0.0f);pyramidBatch.Vertex3f(1.0f, -1.0f, -1.0f);pyramidBatch.Normal3f(0.0f, -1.0f, 0.0f);pyramidBatch.MultiTexCoord2f(0, 1.0f, 1.0f);pyramidBatch.Vertex3f(1.0f, -1.0f, 1.0f);//逆着法线看的话,以下三个点的围绕是逆时针的pyramidBatch.Normal3f(0.0f, -1.0f, 0.0f);pyramidBatch.MultiTexCoord2f(0, 0.0f, 1.0f);pyramidBatch.Vertex3f(-1.0f, -1.0f, 1.0f);pyramidBatch.Normal3f(0.0f, -1.0f, 0.0f);pyramidBatch.MultiTexCoord2f(0, 0.0f, 0.0f);pyramidBatch.Vertex3f(-1.0f, -1.0f, -1.0f);pyramidBatch.Normal3f(0.0f, -1.0f, 0.0f);pyramidBatch.MultiTexCoord2f(0, 1.0f, 1.0f);pyramidBatch.Vertex3f(1.0f, -1.0f, 1.0f);//原先作者代码中的front和back的方向不是相对于观察者所得到的视野//“前”这个面居然是金字塔的背对着我们的面,即第一视角看不到这个面//感觉这坐标居然是M3DVector3f vApex = { 0.0f, 1.0f, 0.0f };M3DVector3f vFrontLeft = { -1.0f, -1.0f, 1.0f };M3DVector3f vFrontRight = { 1.0f, -1.0f, 1.0f };M3DVector3f vBackLeft = { -1.0f, -1.0f, -1.0f };M3DVector3f vBackRight = { 1.0f, -1.0f, -1.0f };M3DVector3f n;//求法线,前m3dFindNormal(n, vApex, vFrontLeft, vFrontRight);pyramidBatch.Normal3fv(n);pyramidBatch.MultiTexCoord2f(0, 0.5f, 1.0f);pyramidBatch.Vertex3fv(vApex);pyramidBatch.Normal3fv(n);pyramidBatch.MultiTexCoord2f(0, 0.0f, 0.0f);pyramidBatch.Vertex3fv(vFrontLeft);pyramidBatch.Normal3fv(n);pyramidBatch.MultiTexCoord2f(0, 1.0f, 0.0f);pyramidBatch.Vertex3fv(vFrontRight);求法线。左//m3dFindNormal(n, vApex, vBackLeft, vFrontLeft);//pyramidBatch.Normal3fv(n);//pyramidBatch.MultiTexCoord2f(0, 0.5f, 1.0f);//pyramidBatch.Vertex3fv(vApex);//pyramidBatch.Normal3fv(n);//pyramidBatch.MultiTexCoord2f(0, 1.0f, 0.0f);//pyramidBatch.Vertex3fv(vBackLeft);//pyramidBatch.Normal3fv(n);//pyramidBatch.MultiTexCoord2f(0, 0.0f, 0.0f);//pyramidBatch.Vertex3fv(vFrontLeft);求法线,右//m3dFindNormal(n, vApex, vFrontRight, vBackRight);//pyramidBatch.Normal3fv(n);//pyramidBatch.MultiTexCoord2f(0, 0.5f, 1.0f);//pyramidBatch.Vertex3fv(vApex);//pyramidBatch.Normal3fv(n);//pyramidBatch.MultiTexCoord2f(0, 1.0f, 0.0f);//pyramidBatch.Vertex3fv(vFrontRight);//pyramidBatch.Normal3fv(n);//pyramidBatch.MultiTexCoord2f(0, 0.0f, 0.0f);//pyramidBatch.Vertex3fv(vBackRight);求法线。后//m3dFindNormal(n, vApex, vBackRight, vBackLeft);//pyramidBatch.Normal3fv(n);//pyramidBatch.MultiTexCoord2f(0, 0.5f, 1.0f);//pyramidBatch.Vertex3fv(vApex);//pyramidBatch.Normal3fv(n);//pyramidBatch.MultiTexCoord2f(0, 0.0f, 0.0f);//pyramidBatch.Vertex3fv(vBackRight);//pyramidBatch.Normal3fv(n);//pyramidBatch.MultiTexCoord2f(0, 1.0f, 0.0f);//pyramidBatch.Vertex3fv(vBackLeft);pyramidBatch.End();}void SetupRC(void){glClearColor(0.7f, 0.7f, 0.7f, 1.0f);shaderManager.InitializeStockShaders();glEnable(GL_DEPTH_TEST);glGenTextures(1, &textureID);glBindTexture(GL_TEXTURE_2D, textureID);LoadTGATexture("stone.tga", GL_LINEAR, GL_LINEAR, GL_CLAMP_TO_EDGE);MakePyramid(pyramidBatch);cameraFrame.MoveForward(-7.0f);//??什么用意??}void RenderScene(void){static GLfloat vLightPos[] = { 1.0f, 1.0f, 0.f };static GLfloat vWhite[] = { 1.0f, 1.0f, 1.0f, 1.0f };glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);modelViewMatrix.PushMatrix();//{//处理画笔位置相关,即模型相对于摄像机的位置M3DMatrix44f mCamera;cameraFrame.GetCameraMatrix(mCamera);modelViewMatrix.MultMatrix(mCamera);//仅仅是获取cameraFrame中记录的位移,没有获得朝向和旋转//modelViewMatrix.Translate(0.0f, -1.0f, -7.0f);//处理模型自身的旋转或缩放M3DMatrix44f mObjectFrame;objectFrame.GetCameraMatrix(mObjectFrame); //原书中的代码为GetMatrix,获取了objectFrame的朝向,导致顶点和纹理的对象关系出现了相反内容modelViewMatrix.MultMatrix(mObjectFrame);glBindTexture(GL_TEXTURE_2D, textureID);shaderManager.UseStockShader(GLT_SHADER_TEXTURE_POINT_LIGHT_DIFF,transformPipeLine.GetModelViewMatrix(),transformPipeLine.GetProjectionMatrix(),vLightPos, vWhite, 0);pyramidBatch.Draw();//}modelViewMatrix.PopMatrix();glutSwapBuffers();}void ShutdownRC(void){glDeleteTextures(1, &textureID);}void SpecialKeys(int key, int x, int y){if (key == GLUT_KEY_UP){objectFrame.RotateWorld(m3dDegToRad(5.0f),1.0f,0.0f,0.0f);//模型和摄像机的操作是相反的,模型向上旋转5.0f}if (key == GLUT_KEY_DOWN){objectFrame.RotateWorld(m3dDegToRad(-5.0f), 1.0f, 0.0f, 0.0f);}if (key == GLUT_KEY_LEFT){objectFrame.RotateWorld(m3dDegToRad(5.0f), 0.0f, 1.0f, 0.0f);}if (key == GLUT_KEY_RIGHT){objectFrame.RotateWorld(m3dDegToRad(-5.0f), 0.0f, 1.0f, 0.0f);}glutPostRedisplay();}int main(int argc, char * argv[]){gltSetWorkingDirectory(argv[0]);glutInit(&argc, argv);glutInitDisplayMode(GLUT_DOUBLE | GLUT_RGBA | GLUT_DEPTH | GLUT_STENCIL);glutInitWindowSize(800, 600);glutCreateWindow("Pyramid");glutReshapeFunc(ChangeSize);glutSpecialFunc(SpecialKeys);glutDisplayFunc(RenderScene);GLenum err = glewInit();if (GLEW_OK != err) {fprintf(stderr, "GLEW Error: %s\n", glewGetErrorString(err));return 1;}SetupRC();glutMainLoop();ShutdownRC();return 0;}

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